Huge unknown, Chaotic Evil
Armor Class 14 Natural
Hit Points 290 (30d10 + 40)
Speed 0 ft.
STR
12 (+1)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws CON +9, INT +7
Skills Perception +15
Damage Vulnerabilities Radiant
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Blindsight, Passive Perception 12
Languages Telepathy
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Zombification Spores. Any creature who dies within 50 ft. of the heart, is taken by the spores and revived as a zombie.  This creature attacks and reacts as it would have in life.

 Frightful Visage.  Any creature that attacks within melee range must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Frightful Visage for the next 24 hours.

Actions

Creeping Vines. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 10 (2d8 + 4) Bludgeoning damage and the target is Grappled (escape DC 16).  If the target is Prone, gain Advantage on the attack.

Corrupted Flower. Ranged Weapon Attack: +8 to hit, range 40 ft., 1 target. Hit: 5 (1d6 + 4) Piercing damage,  and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save and becoming poisoned, or half as much damage on a successful one.

Reactions

Protection of the Roots. Once per turn, the Heart can use a reaction to constrict and harden, increasing it's AC by 5 for 1 round.

Legendary Actions

The heart can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The heart regains spent legendary actions at the start of its turn.

Leeching Vines. Any creature Grappled by Creeping Vines must make a DC 16 CON check.  On a failure, the vines deal 1d10 Necrotic Damage or half as much on a success.  Any damage done restores that much life to the Heart.

Mind Spike. Any creature afflicted with any sort of Madness must make a DC 14 WIS Save or take 1d12 psychic damage as the heart shows them their greatest fears.

Pulsing Beat (Costs 2 Actions). The heart pulses rapidly echoing through the chamber, each character must make a DC 15 CON Save or become Deafened for 1d4 rounds and fall Prone.  

Description

Once the life of the forest, the heart was corrupted by dark forces and now seeps it's evil into the forest driving all living things mad.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the Heart takes a lair action to cause one of the following effects; the Heart can’t use the same effect two rounds in a row:

  • The Heart assaults the minds of anyone within 60ft.  All creatures must make a DC 14 Wisdom Save.  On a Failure, their next attack is randomized, without their knowledge.  
  • The Heart fills the minds of all creatures within 60 ft. with images of all their past failures.  All creatures must make a DC 14 Wisdom Save, or suffer a roll on the Madness table. Roll a D6, on a 1 - 2 Permanent Madness, 3 - 4 Long-Term Madness, 5 - 6 Short Term Madness.

Regional Effects

The region containing a Corrupted Heart of Faynamar's lair is pulsing with sounds and disturbing mental images, which creates one or more of the following effects:

  • All living things eventually die and decay within a 10 mile radius.
  • Animals and other creatures mutate into aberrations over time.
  • Any creature who lives in the area slowly succumbs to Madness.

If the Heart dies, these effects fade over the course of 2d10 days.

Habitat: Forest

Drasten

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